Remove EffectHitSetTerrain script to use moveeffect (#7938)
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@ -8330,31 +8330,6 @@ BattleScript_ExtremeEvoboostSpDef::
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BattleScript_ExtremeEvoboostEnd::
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goto BattleScript_MoveEnd
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BattleScript_EffectHitSetTerrain::
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attackcanceler
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accuracycheck BattleScript_MoveMissedPause, ACC_CURR_MOVE
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critcalc
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damagecalc
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adjustdamage
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attackanimation
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waitanimation
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effectivenesssound
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hitanimation BS_TARGET
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waitstate
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healthbarupdate BS_TARGET
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datahpupdate BS_TARGET
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critmessage
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waitmessage B_WAIT_TIME_LONG
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resultmessage
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waitmessage B_WAIT_TIME_LONG
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setterrain BattleScript_TryFaint
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playanimation BS_ATTACKER, B_ANIM_RESTORE_BG
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printfromtable gTerrainStringIds
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waitmessage B_WAIT_TIME_LONG
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BattleScript_TryFaint:
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tryfaintmon BS_TARGET
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goto BattleScript_MoveEnd
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BattleScript_RemoveTerrain::
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removeterrain
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playanimation BS_ATTACKER, B_ANIM_RESTORE_BG
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@ -815,7 +815,6 @@ extern const u8 BattleScript_EffectSkyDrop[];
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extern const u8 BattleScript_EffectMeteorBeam[];
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extern const u8 BattleScript_EffectCourtChange[];
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extern const u8 BattleScript_EffectExtremeEvoboost[];
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extern const u8 BattleScript_EffectHitSetTerrain[];
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extern const u8 BattleScript_EffectDarkVoid[];
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extern const u8 BattleScript_EffectVictoryDance[];
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extern const u8 BattleScript_EffectTeatime[];
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@ -311,7 +311,6 @@ enum __attribute__((packed)) BattleMoveEffects
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EFFECT_MAX_HP_50_RECOIL,
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EFFECT_CHLOROBLAST, // Same effect as EFFECT_MAX_HP_50_RECOIL but follows the same rules as EFFECT_RECOIL
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EFFECT_EXTREME_EVOBOOST,
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EFFECT_HIT_SET_TERRAIN,
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EFFECT_DARK_VOID,
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EFFECT_VICTORY_DANCE,
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EFFECT_TEATIME,
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@ -15052,10 +15052,6 @@ void BS_SetTerrain(void)
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statusFlag = STATUS_FIELD_PSYCHIC_TERRAIN;
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_PSYCHIC;
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break;
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case EFFECT_HIT_SET_TERRAIN:
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statusFlag = GetMoveTerrainFlag(gCurrentMove);
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_PSYCHIC;
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break;
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default:
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break;
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}
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@ -1984,12 +1984,6 @@ const struct BattleMoveEffect gBattleMoveEffects[NUM_BATTLE_MOVE_EFFECTS] =
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.battleTvScore = 0, // TODO: Assign points
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},
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[EFFECT_HIT_SET_TERRAIN] =
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{
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.battleScript = BattleScript_EffectHitSetTerrain,
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.battleTvScore = 0, // TODO: Assign points
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},
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[EFFECT_DARK_VOID] =
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{
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.battleScript = BattleScript_EffectDarkVoid,
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@ -21508,7 +21508,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
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.description = COMPOUND_STRING(
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"Mew attacks with full force.\n"
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"Psychically charges terrain."),
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.effect = EFFECT_HIT_SET_TERRAIN,
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.effect = EFFECT_HIT,
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.power = 185,
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.type = TYPE_PSYCHIC,
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.accuracy = 0,
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@ -21516,8 +21516,11 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.category = DAMAGE_CATEGORY_SPECIAL,
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.argument = { .moveProperty = STATUS_FIELD_PSYCHIC_TERRAIN },
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.battleAnimScript = gBattleAnimMove_GenesisSupernova,
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.additionalEffects = ADDITIONAL_EFFECTS({
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.moveEffect = MOVE_EFFECT_PSYCHIC_TERRAIN,
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.chance = 100,
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}),
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},
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[MOVE_SINISTER_ARROW_RAID] =
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{
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@ -579,7 +579,7 @@ SINGLE_BATTLE_TEST("(Z-MOVE) Extreme Evoboost boosts all the user's stats by two
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SINGLE_BATTLE_TEST("(Z-MOVE) Genesis Supernova sets up psychic terrain")
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{
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_GENESIS_SUPERNOVA) == EFFECT_HIT_SET_TERRAIN);
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ASSUME(MoveHasAdditionalEffect(MOVE_GENESIS_SUPERNOVA, MOVE_EFFECT_PSYCHIC_TERRAIN));
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PLAYER(SPECIES_MEW) { Item(ITEM_MEWNIUM_Z); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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